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Education By Plays And Games
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Book Synopsis Education by Plays and Games by : George Ellsworth Johnson
Download or read book Education by Plays and Games written by George Ellsworth Johnson and published by . This book was released on 1907 with total page 264 pages. Available in PDF, EPUB and Kindle. Book excerpt: Bouve collection.
Book Synopsis Learning by Playing by : Fran Blumberg
Download or read book Learning by Playing written by Fran Blumberg and published by Oxford University Press, USA. This book was released on 2014 with total page 386 pages. Available in PDF, EPUB and Kindle. Book excerpt: There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.
Book Synopsis Education by Plays and Games by : George Ellsworth Johnson
Download or read book Education by Plays and Games written by George Ellsworth Johnson and published by . This book was released on 1907 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: Bouve collection.
Book Synopsis Education by Plays and Games by : George Ellsworth Johnson
Download or read book Education by Plays and Games written by George Ellsworth Johnson and published by . This book was released on 1908 with total page 234 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Games and Education: Designs in and for Learning by :
Download or read book Games and Education: Designs in and for Learning written by and published by BRILL. This book was released on 2018-11-26 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: We live in a time of educational transformations towards more 21st century pedagogies and learning. Games and Education explores new designs in and for learning and offer inspiration to teachers, technologist and researchers interested in changing educational practices.
Book Synopsis 101 Games to Play Whilst Socially Distancing by : Martin Williams
Download or read book 101 Games to Play Whilst Socially Distancing written by Martin Williams and published by . This book was released on 2020-05-27 with total page 136 pages. Available in PDF, EPUB and Kindle. Book excerpt: During this global pandemic there are many unknowns for teachers. However, one thing is clear - social distancing, at least in some form, is here to stay for the foreseeable future. Attempting social distancing with young children raises many questions: how is it possible? How can we incorporate it into games and activities? How do we help and support children with this lack of human connection? Written by an early education expert and consultant, '101 Games To Play Whilst Socially Distancing' provides a simple, and step-by-step description of games covering the entire curriculum that take place within the context of social distancing. Resources have been stripped back, to leave a collection of activities where storytelling, role-play, drama, song, and movement come to the fore. Wellbeing is at the heart of this book. Children's mental health has been tested recently in ways never experienced by earlier generations, and wellbeing and happiness are central to all the games. This book teaches: * A wide range of outdoor games, and all the activities can be played in the outdoor environment if required * Many games that develop memory and listening skills * Multiple maths games, that develop skills in number, shape and calculating * A wide selection of early phonics and literacy games * Activities ideal for Kindergarten, Reception, Preschool, Key Stage 1, Pre-K, Nursery - all children between the ages of 3-7 * Inspiration that is ideal for teachers, junior sports coaches, preschool workers, childminders - anyone that works with young children * A mixture of old classics tweaked to fit with social distancing, combined with numerous games that have been invented afresh for this book '101 Games To Play Whilst Socially Distancing' is the ultimate handbook for teachers and educators seeking ideas and structure at this historic moment, and a source of inspiration providing fun, laughter and learning in these difficult times.
Download or read book Knowledge Games written by Karen Schrier and published by JHU Press. This book was released on 2016-06-15 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: Are games the knowledge-producers of the future? Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier’s Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games—such as Foldit, a protein-folding puzzle game, SchoolLife, which crowdsources bullying interventions, and Reverse the Odds, in which mobile game players analyze breast cancer data—are already being used by researchers to gain scientific, psychological, and humanistic insights. Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games. In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things. In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.
Book Synopsis What Video Games Have to Teach Us About Learning and Literacy. Second Edition by : James Paul Gee
Download or read book What Video Games Have to Teach Us About Learning and Literacy. Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Book Synopsis Theater Games for the Classroom by : Viola Spolin
Download or read book Theater Games for the Classroom written by Viola Spolin and published by Northwestern University Press. This book was released on 1986 with total page 252 pages. Available in PDF, EPUB and Kindle. Book excerpt: A collection of games and music to aid the drama teacher and give ideas for varied classes.
Download or read book Resonant Games written by Eric Klopfer and published by MIT Press. This book was released on 2018-07-17 with total page 267 pages. Available in PDF, EPUB and Kindle. Book excerpt: Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.
Book Synopsis Handbook of Research on Effective Electronic Gaming in Education by : Ferdig, Richard E.
Download or read book Handbook of Research on Effective Electronic Gaming in Education written by Ferdig, Richard E. and published by IGI Global. This book was released on 2008-07-31 with total page 1762 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.
Book Synopsis Playing the learning game by : Martin Eckhoff Andresen
Download or read book Playing the learning game written by Martin Eckhoff Andresen and published by Lulu.com. This book was released on 2012-02-19 with total page 114 pages. Available in PDF, EPUB and Kindle. Book excerpt: Welcome to a new world of learning! This book is a practical introduction to the use of roleplaying games in education. Roleplaying games are a great tool for provoking reflection, learning and critical thinking. Within this book, you'll find all you need to get started using this method. Included are four ready-to-play larps, several short articles highlighting different uses of roleplaying games in educational spheres and a multitude of methods and exercises to improve your games.If you are a teacher, activist in an NGO or a larper interested in using roleplaying games for education and reflection, this is the book for you. Let's play the learning game!
Book Synopsis Game-Based Learning and the Power of Play by : Pauline Rooney
Download or read book Game-Based Learning and the Power of Play written by Pauline Rooney and published by Cambridge Scholars Publishing. This book was released on 2016-08-17 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent years, there has been growing interest in the use of games to enhance learning across multiple educational levels, and extensive research has shown that games have considerable potential for enhancing learning, motivation and skills development. However, despite a growing acknowledgement of this potential, challenges remain and the use of games in formal education contexts remains far from mainstream. While some studies identify design and development issues as a key barrier – including associated costs – others highlight organisational and infrastructural difficulties involved in implementing games in the classroom. More recently, increasing recognition of these difficulties has led many to explore how gaming elements (rather than fully fledged games) can be used to engage and enhance student learning – a practice now widely referred to as “gamification”. This edited collection of chapters explores the application, potential and challenges of game-based learning and gamification across multiple disciplines and sectors, including psychology, education, business, history, languages and the creative arts. With contributions exploring the use of games across the full educational spectrum – from early childhood education, through to the corporate sector – it provides comprehensive insights into the potential of games and play for facilitating learning and engagement at every life stage.
Book Synopsis Games We Should Play in School by : Frank Aycox
Download or read book Games We Should Play in School written by Frank Aycox and published by Front Row Experience. This book was released on 1985 with total page 168 pages. Available in PDF, EPUB and Kindle. Book excerpt: This comprehensive social game book is an eye-opening analysis of the behavioral dynamics of children in the contemporary classroom. It includes over 75 interactive, fun, social games and shows you how to effectively lead Social Play sessions in the classroom. Research has proven that this method of improving social skills actually increases test scores by 30%, because students become less antagonistic, more cooperative and more capable of increased attentiveness. Contains the secrets to enriching the entire school environment.
Book Synopsis New Ways in Teaching with Games by : Ulugbek Nurmukhamedov
Download or read book New Ways in Teaching with Games written by Ulugbek Nurmukhamedov and published by . This book was released on 2020-02-21 with total page 254 pages. Available in PDF, EPUB and Kindle. Book excerpt: For young learners to adults, New Ways in Teaching with Games offers over 90 fresh activities ? each with video instruction ? that involve play and games that will enrich your EFL and ESL classrooms. This innovative volumeIntroduces traditional, online, and commercial games and explainshow they can be used to practice language; Illustrates games that can reinforce language across the four skill areas, and encourage both culturally and pragmaticallyappropriate language productions; and Enriches language classrooms with a variety of innovative, leaner-friendly games that are seamlessly tied to language practice. Using gamification for your ESL classroom turns repetitive exercises into meaningful and fun activities! The activities are broken down by topic including: Traditional Pencil and Paper Games; Dice Games; Board Games; Card Games; Technology-Mediated Games: Online, Apps, and More; Miscellaneous Games. Video instructions included for each activity!
Download or read book Minds on Fire written by Mark C. Carnes and published by Harvard University Press. This book was released on 2014-09-15 with total page 398 pages. Available in PDF, EPUB and Kindle. Book excerpt: A Choice Outstanding Academic Title of the Year In Minds on Fire, Mark C. Carnes shows how role-immersion games channel students’ competitive (and sometimes mischievous) impulses into transformative learning experiences. His discussion is based on interviews with scores of students and faculty who have used a pedagogy called Reacting to the Past, which features month-long games set during the French Revolution, Galileo’s trial, the partition of India, and dozens of other epochal moments in disciplines ranging from art history to the sciences. These games have spread to over three hundred campuses around the world, where many of their benefits defy expectations. “[Minds on Fire is] Carnes’s beautifully written apologia for this fascinating and powerful approach to teaching and learning in higher education. If we are willing to open our minds and explore student-centered approaches like Reacting [to the Past], we might just find that the spark of student engagement we have been searching for in higher education’s mythical past can catch fire in the classrooms of the present.” —James M. Lang, Chronicle of Higher Education “This book is a highly engaging and inspirational study of a ‘new’ technique that just might change the way educators bring students to learning in the 21st century.” —D. D. Bouchard, Choice
Book Synopsis Postsecondary Play by : William G. Tierney
Download or read book Postsecondary Play written by William G. Tierney and published by JHU Press. This book was released on 2014-06 with total page 347 pages. Available in PDF, EPUB and Kindle. Book excerpt: Summarizing a decade of research in game design and learning, Postsecondary Play will appeal to higher education scholars and students of learning, online gaming, education, and the media.